Predictamancy

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=Proposed Canon=
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Predictamancy is one of the three disciplines of the [[Magic]] class [[Hocus Pocus]]  and composed solely of the [[Magic_Elements|element]] of [[Life]]; it is aligned with the axis of [[Fate]].{{erf|1|038a|Parson's Klog #2}}
Predictamancy is one of the three disciplines of the [[Magic]] class [[Hocus Pocus]]  and composed solely of the [[Magic_Elements|element]] of [[Life]]; it is aligned with the axis of [[Fate]].{{erf|1|038a|Parson's Klog #2}}
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==Abilities==
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=Proposed Canon=
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*[[Findamancer]]s and [[Predictamancer]]s in the [[Magic Kingdom]]{{erf|1|013}} together forged a [[Spell]]{{erf|1|005}} that was supposed to summon the "[[Perfect Warlord]]".
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== Natural Predictamancy ==
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Although not forbidden by scripture, many sides consider it bad luck to ''hire'' a Predictamancer. <sup>[[WB2014 Digdoug - Episode 7]]</sup>
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[[Intuition]] is said to be a natural form of Predictamancy in [[LIAB Text 38]].
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[[Battlespace determination]]s is said to be Natural Predictamancy in [[IPTSF Text 27]].
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==Abilities==
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* Intuitive Combat
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Can tell whether or not taking a particular shot will have enough [[Numbers]] to hit and can choose not to take the shot if it won't.
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* Prediction
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Can peer into Fate to see what is supposed to happen in the future, reveal prophecies, and advise on the best steps to take in response. They can also see predictions that were made by other units.
==Known Predictamancers==
==Known Predictamancers==
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*[[Maya Calendar]] of [[Haffaton]], croaked
*[[Maya Calendar]] of [[Haffaton]], croaked
*[[Phillip]] of the Magic Kingdom
*[[Phillip]] of the Magic Kingdom
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*[[The Magnificent Carniac]] of the Magic Kingdom
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== Natural Predictamancy ==
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[[Intuition]] is said to be a natural form of Predictamancy that allows units to dimly, subconsciously, perceive their [[Fate]] in [[LIAB Text 38]].
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[[Battlespace determination]]s is said to be Natural Predictamancy in [[IPTSF Text 27]].
==Predictamancy and causality==
==Predictamancy and causality==
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Fated events are believed to be set by the [[Titan]]s. Predictamancy works by peering into the Titans' great plan or anything else that has similarly already been decided. Fate is planned up to a point, but every once in a while, there comes a very important turn where something must be decided, such as when Parson needed to decide whether or not to break the laws of the [[Magic Kingdom]] and enter an enemy portal without permission. Once said decision has been made, the Titans continue planning out their story from there.
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Fate is believed to be controlled by the [[Titan]]s. Fate is planned up to a point, but every once in a while, there comes a very important turn where something must be decided, such as when Parson needed to decide how to react to being reinstated as [[Chief Warlord]]. Once said decision has been made, Fate will continue planning out the story from there.
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Predictamancy does not literally predict the future as [[Mathamancy]] does. It works by peering into the Titans' great plan or anything else that has similarly already been decided. For example, when a unit is in production, Erfworld has probably already decided what it is going to look like before it actually [[pop]]s. Predictamancy allows you to see the information that is currently hidden from everyone else, but will be revealed in time.
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Fate enforces a Prediction like a [http://tvtropes.org/pmwiki/pmwiki.php/Main/Railroading railroading] or even cheating [http://en.wikipedia.org/wiki/Gamemaster game master] through subtle manipulation of behind the scenes mechanics, resulting in a suspicious number of "coincidences". It can do so via [[Luckamancy]], the design of a newly [[pop]]ped unit, and has apparently even been shown to be capable of tampering with Parson's [[Mathamancy Bracer]] and causing a burning beam to drop on his head when he tried to take an action it desperately didn't like. It likely nudges units into making certain decisions through [[intuition]] in a manner similar to a [[suggestion spell]].
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==Defying A Prediction==
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With a great deal of difficulty, it is indeed possible to defeat Fate. The easiest way is by cheating it through [[Carnymancy]].
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For example, in [[WB2014 Digdoug - Episode 9]], there is a prophecy saying that the [[capital]] of [[Homekey]] will come under a massive air attack. Since Fate hasn't weighted any particular enemy side into doing so, the Carnymancer proposes having Homekey attack itself.
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Even without using a loophole, it is still possible to fight or even defeat Fate, but this results in a backlash against the person to resist their fate, causing an event that they like even less to occur.
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Fate enforces itself by manipulating [[Luckamancy]] and other behind the scenes mechanics (such as the design of a newly [[pop]]ped unit) to achieve the desired outcome. With a great deal of difficulty, it is indeed possible to defeat fate, even without [[Carnymancy]], but it results in backlash against the person to resist their fate, causing an event that they like even less to occur.
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=See Also=
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[[List of Predictions]]
=Speculation=
=Speculation=
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==Predictions that have proven accurate==
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It is quite likely that [[Signamancy]] and Predictamancy are closely related. When [[The Magnificent Carniac]] tells [[Digdoug]]'s fortune, he does it via palm reading. It is also notable that many units have names closely related to their Fates, and that symbolism has often been used for real life divination.
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*[[Marie Lavraie]] predicted that [[Faq]] would fall some day.{{erf|1|082}}
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*[[Marie Lavraie]] determined the order in which cities of [[Faq]] were veiled by the [[Foolamancer]].{{erf|1|107}}
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*[[Marie Lavraie]] predicted that [[Wanda]] would take possession of an [[Arkentool]] and attune to it.{{erf|1|143}}
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*[[Marie Lavraie]] predicted that [[Janis]] would stack with [[Parson]] {{erf|2|67}}
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*[[Delphie Temple]] predicted that [[Wanda]] would have [[Olive Branch]] as her Chief Caster. {{blog|2011|11|inner-peace-through-superior-firepower-–-episode-009}}
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*[[Delphie Temple]] predicted that [[Goodminton]] would not conquer [[Haffaton]], and that if Wanda continued to talk "she will bring ruin to Goodminton" {{blog|2011|11|inner-peace-through-superior-firepower-–-episode-010}}
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*[[Delphie Temple]] predicted that a [[unit]] named [[Jillian]] (or Gillian) would arrive at the ruins of [[Goodminton]].
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[[Category:Magic]]
[[Category:Magic]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
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[[Category:Speculation]]
 

Latest revision as of 00:01, 19 June 2014

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Contents

[edit] Canon

Class\Axis Erf Fate Numbers
Hocus Pocus Findamancy Predictamancy Mathamancy

Predictamancy is one of the three disciplines of the Magic class Hocus Pocus and composed solely of the element of Life; it is aligned with the axis of Fate.Erf-b1-p038aSame-site.PNG

[edit] Proposed Canon

Although not forbidden by scripture, many sides consider it bad luck to hire a Predictamancer. WB2014 Digdoug - Episode 7

[edit] Abilities

  • Intuitive Combat

Can tell whether or not taking a particular shot will have enough Numbers to hit and can choose not to take the shot if it won't.

  • Prediction

Can peer into Fate to see what is supposed to happen in the future, reveal prophecies, and advise on the best steps to take in response. They can also see predictions that were made by other units.

[edit] Known Predictamancers

[edit] Natural Predictamancy

Intuition is said to be a natural form of Predictamancy that allows units to dimly, subconsciously, perceive their Fate in LIAB Text 38. Battlespace determinations is said to be Natural Predictamancy in IPTSF Text 27.

[edit] Predictamancy and causality

Fate is believed to be controlled by the Titans. Fate is planned up to a point, but every once in a while, there comes a very important turn where something must be decided, such as when Parson needed to decide how to react to being reinstated as Chief Warlord. Once said decision has been made, Fate will continue planning out the story from there.

Predictamancy does not literally predict the future as Mathamancy does. It works by peering into the Titans' great plan or anything else that has similarly already been decided. For example, when a unit is in production, Erfworld has probably already decided what it is going to look like before it actually pops. Predictamancy allows you to see the information that is currently hidden from everyone else, but will be revealed in time.

Fate enforces a Prediction like a railroading or even cheating game master through subtle manipulation of behind the scenes mechanics, resulting in a suspicious number of "coincidences". It can do so via Luckamancy, the design of a newly popped unit, and has apparently even been shown to be capable of tampering with Parson's Mathamancy Bracer and causing a burning beam to drop on his head when he tried to take an action it desperately didn't like. It likely nudges units into making certain decisions through intuition in a manner similar to a suggestion spell.

[edit] Defying A Prediction

With a great deal of difficulty, it is indeed possible to defeat Fate. The easiest way is by cheating it through Carnymancy.

For example, in WB2014 Digdoug - Episode 9, there is a prophecy saying that the capital of Homekey will come under a massive air attack. Since Fate hasn't weighted any particular enemy side into doing so, the Carnymancer proposes having Homekey attack itself.

Even without using a loophole, it is still possible to fight or even defeat Fate, but this results in a backlash against the person to resist their fate, causing an event that they like even less to occur.

[edit] See Also

List of Predictions

[edit] Speculation

It is quite likely that Signamancy and Predictamancy are closely related. When The Magnificent Carniac tells Digdoug's fortune, he does it via palm reading. It is also notable that many units have names closely related to their Fates, and that symbolism has often been used for real life divination.

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